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making collider react to clicks but not affect navmesh or block actors

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    making collider react to clicks but not affect navmesh or block actors

    I want to make a blueprint that places a collider and mesh in the world.
    I want the collider to not block navmesh or actor movement, although triggering is fine.
    I want actor raycasts to pass through them (for things like visibility detection) without getting hit.
    I do, however, want the collider to be clickable with the mouse when input mode is Game Only or Game + UI.

    I haven't found the right combination of collider flags to set to make the collider behave like I want.
    I can set a "block all" mode that makes clicking work, but makes it block raycasts and navigation and movement.
    Or I can set an "overlap all" mode that makes raycast and navigation and movement go through, but doesn't seem to get picked up by the click events.

    Here's what I have so far:

    Click image for larger version

Name:	click-detect.png
Views:	1
Size:	50.0 KB
ID:	1204347

    Click image for larger version

Name:	click-print.png
Views:	1
Size:	55.9 KB
ID:	1204348

    #2
    For what it's worth, the GUI click seems to depend entirely on the setting of the WorldDynamic Block channel response.
    What other things are tracing on that channel?

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